Garry's Mod

Garry's Mod

78 ratings
Evening Dockyard
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Fun, Realism, Water
File Size
Posted
Updated
373.235 MB
12 Jun @ 3:18pm
18 Jun @ 7:36am
3 Change Notes ( view )

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Evening Dockyard

In 1 collection by fatalyst
These familiar places
13 items
Description
"The sun shines
The world sleeps
And now it comes
The end of times."


I've always felt that some games were more valuable than just games.
As if, behind one simple location, there is something more than simple scene and code.
I felt the whole world of one game, even if i saw only one grain of it
Mostly these are games that i played as a child.
I don't feel this in new games.
The best example is the sunset in Half-Life 2 when the player is on the canals.
One sunset and a well-designed 3D skybox (though some wouldn't say so) made me feel connected to the entire world of Half-Life 2.
Maybe i just know what will happen next and so i’m working out the whole world in my head in advance...
I don’t know, but Half-Life 2 isn't the only one in this regard, as for example, Payday 2 also distinguished itself with its night lanes.
End of the boring part.

Small dockyard covered in the veil of evening.
The map is the author's interpretation of the heist from Payday 2 "The Bomb: Dockyard".

Yes, and on this map there is still a secret event , it's directly related to how you go through the heist in Payday 2, so a little notes:
  • Keycards are only suitable for certain gate control posts.
  • There is no need to look for any GPS frequencies in the dockyard, there is one computer that controls the ship and gates.
  • The computer can only be activated through a special terminal.
  • The radio (or the wall telephone) will work just after you activate it through the computer.
  • Explosive charges are located directly on the dockyard, no "Bile" will fly here.
  • The ship, after moving, will be in a different location, but on the same side as in Payday 2.
  • There is no bomb, but there is a much more destructive thing on the ship.

DOES NOT require any content
The map contains AI Nodes and Navmesh


This map is the first where Hammer++ was the main mapping editor. I also planned to use Slammin' Source Map Tools, but the 32-bit limitation takes its toll.
Then i could do one interesting thing with the description for this map, but everything happened as usual.
23 Comments
mobility mary 29 Jun @ 3:34pm 
MY GOD IT'S BEAUTIFUL
fatalyst  [author] 22 Jun @ 3:00am 
1.There is a device that looks like a radio at the docks.
2.To overcome the security of the container, you need to transport the ship to another place.
Snake Foolery 21 Jun @ 7:23pm 
Can you give a slightly clearer hint on how to open the container?
fatalyst  [author] 21 Jun @ 12:41pm 
This is literally a skybox from HL2, and HL2 is already mounted into GMod itself.
The problem isn't on my side.
Nightmareius 21 Jun @ 12:30pm 
sky is missing texture?
fatalyst  [author] 20 Jun @ 10:40am 
Looking at the docks from the water, the player can see most of the objects on the map, including the large ship from L4D2, together all this greatly reduces FPS.
Source's optimization in open spaces is not very good, usually Valve used heavy fog for optimization or simply didn't litter the map with props, like i did.
Also mapper can place huge areaportals on the map, as is done on d2_coast_11, but this can take a very long time to compile.
That's why the map lags so much (which makes you think even more that you're still playing PD2).
As for the container, there is a hint about this in the docks.
Domkri λ 20 Jun @ 9:50am 
Great map! PD2 is great game overall, but it's nice to hear something positive about graphics of that unoptimized diesel game engine.... Yeah, optimalisation, I notice some major FPS falls when looking on docks from water side (good PC, 64x branch).

And, how to open container on ship? I can't find anything what could work.
fatalyst  [author] 17 Jun @ 10:32am 
Да без разницы уже, я уже скомпилировал карту с изменениями, вода теперь с размером 1, а люксели больше там, где они нужны.
Вообще оптимизация карты освещённости позволяет уменьшить вес карты и время компиляции RAD, так что уже не зря.
Полезный опыт к тому же.
Труп Володя 17 Jun @ 9:43am 
$forceexpensive 0 сам по себе позволяет ставить дешёвую воду через настройки
а у тебя оказывается настройки воды на карте и так работают, получается я твоё время впустую потратил, извиняюсь :spycon:
но это всё равно полезный совет если будешь делать большую карту с водой
кстати о размере текстур, можешь поменять размер текстур воды на 1 вместо 0.25 чтобы не так часто повторялась, но это уже если не влом заново компилировать
fatalyst  [author] 17 Jun @ 7:45am 
Проверил, вода стала немного белее, как это и работает с дешёвой водой обычно.
ФПС с полными отражениями и впраду стало немного больше, но такого же результата можно было достичь просто изменив отражения на простые на нынешней версии карты.